Added ShadowPolicy.h
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inc/hgl/graph/ShadowPolicy.h
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42
inc/hgl/graph/ShadowPolicy.h
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#pragma once
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#include<hgl/TypeFunc.h>
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namespace hgl
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{
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namespace graph
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{
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/**
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* 全局动态阴影策略
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*/
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enum class GlobalDynamicShadowPolicy
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{
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None, ///<不产生全局动态阴影
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Cascade, ///<级联阴影
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ParallelSplit, ///<平行分割阴影
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Virtual, ///<虚拟阴影
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ENUM_CLASS_RANGE(None,Virtual)
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};
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/**
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* 对象动态阴影策略<br>
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* 注:动态阴影会使用屏幕空间技术,不管使用以下何种技术,会全部合成到一个屏幕空间shadow map,再统一做blur之类的操作
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*/
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enum class ObjectDynamicShadowPolicy
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{
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None, ///<不产生动态阴影
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Global, ///<使用全局动态阴影
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Plane, ///<压片阴影(极少三角面的片状物体专用)
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RTDF, ///<距离场动态阴影(静态物体专用)
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Capsule, ///<胶囊体动态阴影(骨骼动画专用)
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ShadowVolume, ///<体积阴影(超规则类物体专用,如房子)
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ENUM_CLASS_RANGE(None,ShadowVolume)
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};
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}//namespace graph
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}//namespace hgl
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@ -41,7 +41,9 @@ SET(LIGHT_FILES ${SG_INCLUDE_PATH}/Light.h)
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source_group("Light" FILES ${LIGHT_FILES})
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SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/SceneManager.h
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${SG_INCLUDE_PATH}/SceneNodeAttributes.h
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${SG_INCLUDE_PATH}/SceneNode.h
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${SG_INCLUDE_PATH}/ShadowPolicy.h
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${SG_INCLUDE_PATH}/RenderNode.h
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${SG_INCLUDE_PATH}/SceneMatrix.h
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${SG_INCLUDE_PATH}/SceneOrient.h
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